VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

COOKIE1264

  • Pai
Career matches285
Career win rate47.4%
Round win rate50.3%
Peak rank21
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1220 #3,377 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Jeffry212039111244.8%
Pai2182443853.7%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

312 of 312 rounds counted

6.8 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.5389211
Pai7.3436101

By opponent's character

Vanessa7.142442
Goh6.840533
Jeffry7.243424
Sarah6.538729
Shun7.243030
Lau6.539125
Pai7.042323
Brad6.438318
Lei Fei6.539023
Akira6.438514
Jacky6.338017
Aoi6.941611
Jean6.438213
Taka6.539210

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Vanessa103730.0%-25.6
Goh95455.6%+16.2
Jeffry75271.4%-10.5
Sarah75271.4%-2.6
Shun71614.3%-1.8
Lau63350.0%-28.1
Pai62433.3%+10.4
Brad54180.0%+43.8
Lei Fei53260.0%+17.2
Akira4040.0%-12.4
Jacky42250.0%+22.0
Aoi3030.0%-32.5
Jean32166.7%+10.0
Taka32166.7%+10.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Single Wall125741.7%-10.1
Octagon115645.5%-5.5
Open95455.6%+9.7
Rectangle92722.2%-15.7
Breakable Full Fence82625.0%-8.2
Low Fence84450.0%+3.3
Full Fence64266.7%+20.7
Full Fence and Open53260.0%+22.2
Breakable Half Fence440100.0%+47.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3844.7%43.2%+1.5
No walls2948.3%48.3%-0.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

MACHOMANDIBLERANDYMANTIS (Rank 22)72528.6%
Stargazer (Rank 11)75271.4%
glossy (Rank 13)63350.0%
5CRUBL1FE (Rank 32)51420.0%
Ramenion (Rank 22)53260.0%
eeecee (Rank 7)54180.0%
Blargh (Rank 27)41325.0%
NunchuckDog (Rank 25)42250.0%
KevTheGalaxybender (Rank 21)32166.7%
Nohara (Rank 11)31233.3%
Pauselock (Rank 21)32166.7%
S_C_H_T_O_M_P (Rank 24)3030.0%
a39611619 (Rank 21)31233.3%
freddy (Rank 18)32166.7%
park35 (Rank 26)31233.3%
seedash (Rank 29)31233.3%
ChilePiquín (Rank 35)2020.0%
CoolAGamer (Rank 5)220100.0%
Da_Doc (Rank 13)220100.0%
H.P.Starcraft (Rank 27)2020.0%
Jaguar (Rank 33)2020.0%
mtzslivegaming (Rank 13)220100.0%

Most played opponents, most recent first

5CRUBL1FE (Rank 32)2026/10/0351420.0%
H.P.Starcraft (Rank 27)2026/09/082020.0%
a39611619 (Rank 21)2026/08/3131233.3%
park35 (Rank 26)2026/08/2931233.3%
NunchuckDog (Rank 25)2026/08/2942250.0%
Da_Doc (Rank 13)2026/08/28220100.0%
S_C_H_T_O_M_P (Rank 24)2026/08/283030.0%
MACHOMANDIBLERANDYMANTIS (Rank 22)2026/08/2672528.6%
Pauselock (Rank 21)2026/08/2632166.7%
Blargh (Rank 27)2026/08/2541325.0%
Stargazer (Rank 11)2026/08/2075271.4%
ChilePiquín (Rank 35)2026/07/252020.0%
Nohara (Rank 11)2026/07/2531233.3%
seedash (Rank 29)2026/07/2531233.3%
freddy (Rank 18)2026/07/2332166.7%
Ramenion (Rank 22)2026/07/2353260.0%
glossy (Rank 13)2026/07/2363350.0%
eeecee (Rank 7)2026/07/2354180.0%
Jaguar (Rank 33)2026/07/212020.0%
mtzslivegaming (Rank 13)2026/07/21220100.0%
CoolAGamer (Rank 5)2026/07/21220100.0%
KevTheGalaxybender (Rank 21)2026/06/1032166.7%

Round openings

Every character

evade up into Knee Attack6K299.3%
Ensei Haijinkyaku7K+G185.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK165.1%
evade down into Knee Attack6K165.1%
evade up into Hell Dunk Elbow2P+K165.1%
Middle Hell Stab6P+K134.2%
punchP113.5%
backdash92.9%
backdash into Scoop Kick4K+G82.6%
crouch into Tenshi Katsumentai Haishin2P+KK82.6%
evade down82.6%
evade up72.2%
kickK into Stunner KnuckleKP72.2%
Knee Attack6K61.9%
crouch into Renka Sentai2KK51.6%

81 further openings account for the other 135 rounds.

Jeffry

Career
91–112 · 44.8%
This season
52 matches · 50.0%
Peak rank
21

First hit in 45.4% of 207 rounds. Won 57.5% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Knee Attack6K2913.7%
evade down into Knee Attack6K167.6%
evade up into Hell Dunk Elbow2P+K167.6%
Middle Hell Stab6P+K136.2%
punchP94.3%
backdash into Scoop Kick4K+G83.8%
evade down83.8%
evade up73.3%
kickK into Stunner KnuckleKP73.3%
Knee Attack6K62.8%
backdash62.8%
evade up into Scoop Kick4K+G52.4%
evade up into Toe Kick2K52.4%
punchP into Double KnucklePP41.9%
Hell Dunk Elbow2P+K31.4%

43 further openings account for the other 69 rounds.

Pai

Career
44–38 · 53.7%
This season
27 matches · 40.7%
Peak rank
21

First hit in 52.5% of 101 rounds. Won 50.9% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G1817.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK1615.8%
crouch into Tenshi Katsumentai Haishin2P+KK87.9%
crouch into Renka Sentai2KK55.0%
punchP into RenshouPP55.0%
Ensei Haijinkyaku7K+G into evade up33.0%
Ryoushou6P+K33.0%
backdash33.0%
Honshin Soukyaku1K+G22.0%
Kochoukyaku4K+G22.0%
Rikensui1P22.0%
Tenshin Oushoushou46P+K22.0%
backdash into Honrakukyaku46K+G22.0%
punchP22.0%
Danshitsu6K11.0%

27 further openings account for the other 27 rounds.

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)